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With the following edits, you can set a vehicle to "damaged" so that the engine cannot be started.

If a player is driving the vehicle or the engine is on, the engine turns off automatically.

RealisticVehicleFailure

If you use RealisticVehicleFailure, replace the following code in client.lua at line ~339:

client.lua - line ~339
if healthEngineCurrent > cfg.engineSafeGuard + 1 then
SetVehicleUndriveable(vehicle, false)
exports.msk_enginetoggle:SetVehicleDamaged(vehicle, false)
end

if healthEngineCurrent <= cfg.engineSafeGuard + 1 and cfg.limpMode == false then
SetVehicleUndriveable(vehicle, true)
exports.msk_enginetoggle:SetVehicleDamaged(vehicle, true)
end

QB-Vehiclefailure

If you use qb-vehiclefailure, replace the following code in client.lua at line ~530:

client.lua - line ~530
if healthEngineCurrent > cfg.engineSafeGuard+1 then
SetVehicleUndriveable(vehicle, false)
exports.msk_enginetoggle:SetVehicleDamaged(vehicle, false)
end

if healthEngineCurrent <= cfg.engineSafeGuard+1 and cfg.limpMode == false then
local vehpos = GetEntityCoords(vehicle)
StartParticleFxLoopedAtCoord("ent_ray_heli_aprtmnt_l_fire", vehpos.x, vehpos.y, vehpos.z-0.7, 0.0, 0.0, 0.0, 1.0, false, false, false, false)
SetVehicleUndriveable(vehicle, true)
exports.msk_enginetoggle:SetVehicleDamaged(vehicle, true)
end